/*
 ------------------------------------------------------------------------------
 Copyright (C) 2013 Eternal Games.

 This file is part of the EternalTech source code.

 The EternalTech source code is free software; you can redistribute it and/or
 modify it under the terms of the GNU General Public License as published by
 the Free Software Foundation; either version 2 of the License, or (at your
 option) any later version.

 The EternalTech source code is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
 or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
 more details.

 You should have received a copy of the GNU General Public License along with
 the EternalTech source code; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 ------------------------------------------------------------------------------
*/


//
// ai_ai.cpp - main AI file
//


#include "ai_local.h"


/*
 ==================
 
 NOTE: this will take care of stuff that would activate an AI such as sounds, projectiles, damage taken etc.
 ==================
*/
void etAI::Activate (){

}


/*
 ==============================================================================

 COMBAT

 ==============================================================================
*/


/*
 ==============================================================================

 ENEMY TARGETING

 ==============================================================================
*/


/*
 ==============================================================================

 MOVEMENT BEHAVIOUR

 ==============================================================================
*/


/*
 ==================
 
 NOTE: this will trigger all water-based monsters to start moving towards our goal, it will be
 called in the Think function

 We will run the proper physics function here by setting the type
 ==================
*/
void etAI::WaterMove (){

}

/*
 ==================
 
 NOTE: this will trigger all air-based monsters to start moving towards our goal, it will be
 called in the Think function

 We will run the proper physics function here by setting the type
 ==================
*/
void etAI::AirMove (){

}

/*
 ==================
 
 NOTE: this will trigger all ground-based monsters to start moving towards our goal, it will be
 called in the Think function

 We will run the proper physics function here by setting the type
 ==================
*/
void etAI::GroundMove (){

}


/*
 ==============================================================================

 THINKING

 ==============================================================================
*/


/*
 ==================

 NOTE: this will be used in X, here we check the movement behavoiur of the monster and other things like
 enemy targeting

 PROBLEM: do we need etEntity and the monsterInfo stuff here?

 PROBLEM: we need states for the various animations, like what to do when standing, or running etc.
 ==================
*/
void etAI::Think (){

}